Jump To Lightspeed Archive
Thread: My 1 star suggestions to improve JTL for the long term
Page 1 of 1
Ducimus
Tue Jan 25, 2005 12:03 pm
#1
Edit: renamed post to a more apporpriate title since 1 stars all i get 
1. Create Ace missions that require a group to complete.
Infact, you could even put said missions on the NPC's that give the master pilot missions. Idea for missions.
First option, frontal assault (overt) or a sneak attack on a target the opposition wouldn't expect? (covert) Overt missions could spawn in kessel, covert missions anywhere in the galaxy. Other than that, have the missions hard with teir 5 mobs, and add capital ships to it. More assaults (or even defend) diffent capital ships would be pretty cool. Corvette is old news, lets have a frigate or something. Mission rewards you could make as faction points and cash. Make the risk vs reward worth it to make overt missions attractive.
2. Redo the master mission already and restore kessel to its' prior PvP status.
Leave decay per normal rules, but increase loot drop in kessel to make the risk worth the reward. If its not worth the risk, no one will show up, sector becomes pointless.
3. Redo deep space and make control of the sector meaningful.
I think the whole idea of deep space should be control of the sector. Control of the sector should impact factions in some manner so long as their faction maintains control of it. I can't give detail but i think that should be the general premise. The idea is to encourge people to come to deep space for a "greater cause".
Leave ship/item decay off in deepspace as is current. If battles really ensue here as is hoped, people will be dying and respawning alot. Degredation with multiple deaths will only stop participation. Substantially increase the prestigue cost of entering deep space. Turn off the ablity to earn prestigue while in deep space. The idea is that you can only respawn and come back so many times before your out of the battle.
4.Privateering with a purpose.
Add smuggling missions from point A to point B. Travel must be done in space. In short, make the imperial crackdown extend to space as well. If flying a mulitplayer ship, add a chance that your ship will be boarded by imperial storm troopers while in space. (after being halted by and docked by inspecting ship of course)
All those cargo ships, do something with those. Literally playing the pirate would be fun. Make the booty sellable or tradeable somewhere. Add a noterity system if caught or observed in action to where the more you "pirate the high sea's" the greater chance you'll run into imperial search and destroy groups that are out to hunt down pirates. Dead men tell no tales.
5. Space mining.
Create a new ship (or ship weapon type so you can refit a ship into the role of a miner) that allows you to actively harvest various minerals in space. Higher yeild then harvesters on the ground, but greater risk. Asteroid fields should spawn pirates to ensure there is a risk involved. The greater the harvest yeild, the higher teir mobs that will spawn to assault and plunder your harvest. Ideally, the miner should have a fighter escort. I see mining as a group activity.
6. Redo factional missions. Espeically teir 4's.
Greater inter factional involvement in space missions would be better than killing no name pirates that no one has ever heard of in the movies or in any Extended universe. ideally rebels and imperial pilots should have something that makes their professions as attractive as privateers being able to privateer (see above point 4, factional pilots should have something similar in appeal but in character their profession)
Idea: Add something similar to the JH / BH system on the ground game in space. But make it smuggler/privateer vs whichever faction they happend to plunder. Again visiablity rules and all that. Add a terminal to facitlite this. Add credit and faction point reward for the faction pilot doing the hunting, remove decay penalties from the hunted privateer as this sort of PvP is involuntary, therego i dont think death shouldn't involve anything but a substatial loss of credits. This concept could probably use more work.
7. MP ships should not die near as fast as regualar starfighters in PvP. In a starfighter going against an MP ship, i should have the same difficulty as trying to assault a teir 5 gunboat or greater. However, double or triple factional point rewards for killing an MP ship.
Thats all that comes to mind at the moment. Im outta gas.
1. Create Ace missions that require a group to complete.
Infact, you could even put said missions on the NPC's that give the master pilot missions. Idea for missions.
First option, frontal assault (overt) or a sneak attack on a target the opposition wouldn't expect? (covert) Overt missions could spawn in kessel, covert missions anywhere in the galaxy. Other than that, have the missions hard with teir 5 mobs, and add capital ships to it. More assaults (or even defend) diffent capital ships would be pretty cool. Corvette is old news, lets have a frigate or something. Mission rewards you could make as faction points and cash. Make the risk vs reward worth it to make overt missions attractive.
2. Redo the master mission already and restore kessel to its' prior PvP status.
Leave decay per normal rules, but increase loot drop in kessel to make the risk worth the reward. If its not worth the risk, no one will show up, sector becomes pointless.
3. Redo deep space and make control of the sector meaningful.
I think the whole idea of deep space should be control of the sector. Control of the sector should impact factions in some manner so long as their faction maintains control of it. I can't give detail but i think that should be the general premise. The idea is to encourge people to come to deep space for a "greater cause".
Leave ship/item decay off in deepspace as is current. If battles really ensue here as is hoped, people will be dying and respawning alot. Degredation with multiple deaths will only stop participation. Substantially increase the prestigue cost of entering deep space. Turn off the ablity to earn prestigue while in deep space. The idea is that you can only respawn and come back so many times before your out of the battle.
4.Privateering with a purpose.
Add smuggling missions from point A to point B. Travel must be done in space. In short, make the imperial crackdown extend to space as well. If flying a mulitplayer ship, add a chance that your ship will be boarded by imperial storm troopers while in space. (after being halted by and docked by inspecting ship of course)
All those cargo ships, do something with those. Literally playing the pirate would be fun. Make the booty sellable or tradeable somewhere. Add a noterity system if caught or observed in action to where the more you "pirate the high sea's" the greater chance you'll run into imperial search and destroy groups that are out to hunt down pirates. Dead men tell no tales.
5. Space mining.
Create a new ship (or ship weapon type so you can refit a ship into the role of a miner) that allows you to actively harvest various minerals in space. Higher yeild then harvesters on the ground, but greater risk. Asteroid fields should spawn pirates to ensure there is a risk involved. The greater the harvest yeild, the higher teir mobs that will spawn to assault and plunder your harvest. Ideally, the miner should have a fighter escort. I see mining as a group activity.
6. Redo factional missions. Espeically teir 4's.
Greater inter factional involvement in space missions would be better than killing no name pirates that no one has ever heard of in the movies or in any Extended universe. ideally rebels and imperial pilots should have something that makes their professions as attractive as privateers being able to privateer (see above point 4, factional pilots should have something similar in appeal but in character their profession)
Idea: Add something similar to the JH / BH system on the ground game in space. But make it smuggler/privateer vs whichever faction they happend to plunder. Again visiablity rules and all that. Add a terminal to facitlite this. Add credit and faction point reward for the faction pilot doing the hunting, remove decay penalties from the hunted privateer as this sort of PvP is involuntary, therego i dont think death shouldn't involve anything but a substatial loss of credits. This concept could probably use more work.
7. MP ships should not die near as fast as regualar starfighters in PvP. In a starfighter going against an MP ship, i should have the same difficulty as trying to assault a teir 5 gunboat or greater. However, double or triple factional point rewards for killing an MP ship.
Thats all that comes to mind at the moment. Im outta gas.
Message Edited by Ducimus on 01-26-2005 12:17 AM
Message Edited by Ducimus on 01-26-2005 12:18 AM
Ducimus
Tue Jan 25, 2005 4:39 pm
#3
I think i should have chosen my subject title more carefully *rolls eyes*
Malcolm_CaKre
Wed Jan 26, 2005 8:17 am
#4
How about a faction point bonus, similar to the Cries of Alderaan bonus, for whichever faction currently controls Deep Space. If both SDD and Station are present or neither present, then no bonus. If only one or the other, then the side who's ship is still up gets the bonus points.
Ducimus
Wed Jan 26, 2005 1:18 pm
#5
im kinda surpised no one had some acutal feed back on those suggestions.
Oh well.
Oh well.
Page 1 of 1